Paris Hilton to Esports - How Jason Moore’s trying to control the chaos - Dexerto
Esports

Paris Hilton to Esports – How Jason Moore’s trying to control the chaos

Published: 15/Oct/2020 17:40 Updated: 19/Oct/2020 11:57

by Alice Hearing

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Influencers and gamers are finally being taken seriously. Jason Moore, former manager of reality TV star Paris Hilton, and his new company Renown Management, are now hoping to take professional gamers and influencers to the next level, by showing them the path into mainstream popular culture.

With a wealth of experience and several years in Hollywood, Jason believes he’s perfected the formula that turns minor celebrities into major personalities. This time, he’s hailing gamers and social media tycoons, like Stephanie “missharvey” Harvey and FaZe Bizzle, as the new kind of celebrity worth investing in.

Jason has just launched his new pro gamer and influencer management company Renown – it was formerly known as Agency for Professional Esports aka APE Agency, and the focus was only on esports.

Jason Moore and Paris Hilton
Jason Moore
Jason Moore managed Paris Hilton for 9 years

Who is Jason Moore?

Managing Paris Hilton, he said, “kind of fell into my lap by accident.” At the time, nobody understood what the value was working with her, but the moving parts that launched Paris to fame were intriguing, Jason told Dexerto; “I really felt like I was creating a new culture and that fired me up.”

Rather than coming from a business background, it was his artistic experience that made him able to “connect on a personal level” with the clients that his company managed. “I felt like art had to be natural and these people that I was surrounded by didn’t actually have that… I kind of came in a different direction and I got lucky.”

Jason now believes that over the years, he has built up the perfect formula for pushing these social media stars as far as they can go.

missharvey Renown Management
Renown Management
Renown management represents CLG’s missharvey

From Paris to Gaming

Jason made Paris Hilton into the legendary figure she is today, but this type of celebrity is no longer new.

Today’s still come with their own challenges. But the gaming industry is different from Hollywood. “Gamers think their career is going to end in four years no matter what,” he said.

When Jason first started working in Hollywood, there weren’t so many opportunities to have influence. Now there are so many different platforms and a plethora of influencers out there, which means they’re also quick to get rid of.

He described cancel culture as “like a battle royale hunger game.”

“Imagine Fortnite with the lobby of a million people. People aren’t paying attention to the game until it gets down to the final 30. Even then you’re not really paying attention until it gets down to the final 20.”

Jason thinks gamers and influencers should be treated the same as athletes, explaining that “gaming is a passion, it’s a hobby, it’s a lifestyle, it’s no different than traditional sports.” But while the scene makes a lot of noise, it still hasn’t broken through to the mainstream. “Once they start inviting people outside of that world and onto the red carpet that means they’re established,”

“All it needs is controlled chaos.”

Jason emphasized that having a manager is about connecting the dots, “It’s the overall vision of where this brand is going.” His client Stephanie “missharvey” Harvey “is a pioneer in female pro gaming and a 5-time world champion” while FaZe Bizzle “will go down in history.”

FaZe Bizzle
Instagram: FaZe Bizzle
Jason says FaZe Bizzle will “go down in history.”

Controlling the chaos

So, how can Renown management actually transform pro-gamers and influencers into mainstream stars? Just like how he connected with Paris one-on-one, Jason’s tactic is deep personal involvement in the client.

This is Jason’s philosophy: Rather than projecting your ideas onto the person, you should first find out who they are as individuals, and work up from there. “How do they envision themselves? What do they want to do?”

For example, aside from gaming, Jason explained that FaZe Bizzle is very into golf. Through this other interest, “you have an opportunity where Bizzle could transcend over into the golf industry and that awareness.” Tapping into a “larger fan base, which then will bring in more people that want to market withed you.”

When it comes to missharvey, Jason wants to capitalize on her “influence as well as what she’s done, her dynamic as a pro and her position.”

missharvey has the ability to talk about inclusion, diversity issues, and gender issues. He added that without her, “CLG wouldn’t be able to have those conversations at panels or at conferences and represent the organization. They wouldn’t be able to do partnerships with certain brands that are looking for that relevance. She brings that to the conversation. ”

Perhaps this kind of support for influencers is needed now more than ever. “It would now be more accepted and understood to evolve from an agency into a management company,” Jason said. “Now is the perfect time in the industry.”

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Adam Fitch: Sorry Dr Disrespect, mobile esports are thriving

Published: 27/Nov/2020 17:00

by Adam Fitch

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Earlier in November 2020, streamer Dr Disrespect spoke down towards mobile gamers on Twitter by questioning how it could be a “serious thing” — however, he’s just failing to understand how popular competition on mobile already is.

While mobile gamers and industry figures alike came to the defense of mobile gaming when the Two-Time took aim at the platform, there’s still a serious misconception around mobile esports and the success it’s already achieved.

Firstly, it’s worthwhile addressing the “serious” comment from Doc. While mobile devices perhaps don’t allow for precision that PCs do, there’s still a major skill gap between average and professional players and that lends itself perfectly to competition. The most common and widely-accepted definition of esports is a “video game played competitively for spectators,” mobile tournaments meet such a criteria on a daily basis and it’s already serious to hundreds of thousands of viewers on a weekly basis.

This skepticism from one of the faces of gaming is emblematic of a larger problem of platform elitism that plagues gaming on all levels. Ever since the popularization of esports there has been debate between console and PC gaming, centering around not only which type of players are better but whether console esports have unfair advantages due to features such as aim assist.

Ezreal in League of Legends Wild Rift
Riot Games
The most popular esports title, League of Legends, arrived on mobile in October 2020.

Tribalism is also a factor in this spritely, never-ending discussion, with players grouping together based on their platform of choice and nonsensically taking aim at those who have other preferences.

The only time in which such a debate would be productive is if cross-platform play is embraced in serious competition, which seems to be a long way away from ever becoming a reality. Fortnite developers Epic Games received plenty of criticism when implementing this feature in casual play, never mind in their esports activities, so it’s probably safe to assume no companies are rushing to make this a reality for the time being.

Infrastructure matters

Something that all good games need to be viable on a competitive level is infrastructure. Creating an appropriate structure for esports initiatives is important, whether it’s by a game’s developer or a third-party tournament organizer.

A great example of this in the realm of mobile esports is Clash Royale, one of the more popular titles from Finnish developers Supercell. The real-time strategy game has its own official team-based league from the company themselves, with top-tier gameplay spanning nine weeks and culminating in a year-ending world championship. This level of support and structure actually goes beyond what some PC and console games receive.

On the third-party organizer front, especially in the West, you only have to look as far as ESL to see how seriously mobile esports is being taken. As well as hosting regular online events for the likes of Call of Duty: Mobile, Clash of Clans, Brawls Stars, and Clash Royale, they have the ESL Mobile Open for elite players.

Clash Royale League World Finals
Supercell
The Clash Royale League World Finals are always a spectacle, rivaling events in almost any other game.

Recently incorporating the Middle East and North Africa into the European arm of the competition, it’s said that ESL hosted over 500,000 players in the inaugural season alone. The second season involves PUBG Mobile, Auto Chess, Asphalt 9: Legends, and Clash of Clans, and will be expecting even more success with the widening of the player base.

In North America, the Mobile Open from ESL is already in its sixth season and has a headline sponsorship from the world’s largest telecommunications company, AT&T. There are other examples of infrastructure being fleshed out for mobile titles, but you get the gist.

A sight for sore eyes

One major factor of how we define success in esports is viewership. With a healthy amount of eyeballs on a product comes sponsorship opportunities, bragging rights, and further validation that fans are interested in watching the elite face off against each other.

With that in mind, it’s never been clearer that mobile esports isn’t just a major part of the future of the industry — it has already arrived. According to analytics agency Esports Charts, mobile events made up three of the five most popular tournaments in October 2020. This happened alongside the League of Legends World Championship taking place, which is not only one of the most anticipated occasions in the esports calendar but as it turned out to be one of the only LAN events we’d seen in six months.

Garena Free Fire
Garena
Free Fire hit a record of 100 million peak daily users earlier in 2020.

Asia and Latin America are where mobile esports are truly thriving at the moment, rivaling the popularity of any other title you decide to compare them with. This is proven from last month’s peak viewership statistics, where MOBA title Mobile Legends: Bang Bang and battle royale game Garena Free Fire occupied three of the top five placements.

Ryan ‘Fwiz’ Wyatt, the head of gaming at YouTube, posted a thread on Twitter on November 26 backed up the sheer popularity of Free Fire on the platform. In 2019, it was YouTube’s fourth most-viewed game and it’s proving to have some longevity considering its monthly viewership peaked in October 2020.

While this level of success isn’t replicated across all regions just yet, that’s how esports typically work. Call of Duty and Counter-Strike are mainly popular among those in North America and Europe, for example, which is reflected in the demographics of both the top-level players and the viewership alike. The same applies to mobile but it’s not an excuse for ignorance.

The future?

Mobile devices are generally more accessible than a high-end computer or new-generation gaming console so there’s a much higher ceiling on participation in mobile esports by default. Whether adoption from mobile users does indeed propel it into becoming the de facto competitive option is yet to be seen, but such potential can’t be ignored.

With viewership rivaling (and even oftentimes besting) that from console and PC esports alike, it’s sheer ignorance to state that mobile gaming isn’t already a major player in the industry. If you fail to see that from the investment that’s being funneled into mobile titles, or the number of people who already enjoy playing and spectating, then perhaps you’d like to argue that grass isn’t green too.